Panzer Grenadier Battles on April 27th:
Arctic Front Deluxe #40 - Children's Crusade Broken Axis #14 - Târgu Frumos: The Second Battle Scenario 3: Sledge Hammer of the Proletariat
Army Group South Ukraine #6 - Consternation Road to Berlin #73 - She-Wolves of the SS
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Gaza City
Sword of Israel #2
(Attacker) State of Israel vs Arab Republic of Egypt (Defender)
Formations Involved
Arab Republic of Egypt 203rd Commando Battalion
Arab Republic of Egypt 20th PLA 'Gaza' Division
Arab Republic of Egypt 261st Tank Battalion
State of Israel 11th Infantry Brigade
Display
Balance:



Overall balance chart for SwIs002
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
5
4
3
2
1
2
Scenario Rank: --- of 913
Parent Game Sword of Israel
Historicity Historical
Date 1967-06-05
Start Time 12:00
Turn Count 24
Visibility Day
Counters 200
Net Morale 1
Net Initiative 3
Maps 2: 64, 69
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 204
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Inflict Enemy Casualties
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Smoke
Scenario Requirements & Playability
Sword of Israel Base Game
Introduction

After successfully breaking through Khan Yunis, Aluf Mishne Reshef's Gaza Task Force's Armored Infantry Brigade assaulted Gaza City from the south, catching the defenders facing the wrong way. Whether the Egyptian command of the PLA's 20th Infantry Division was unaware of the Israeli advance, or reluctant to order its troops to re-orient themselves lest they give in to panic once outside their fixed defenses, is unclear decades later.

Conclusion

The Palestinians and their Egyptian allies were caught completely by surprise. Some units — uniformly those able to fight from fixed positions — put up stout resistance and inflicted unexpectedly high casualties on the Israelis. But elsewhere the IDF's carefully-planned advance went forward exactly as expected.


Display Relevant AFV Rules

AFV Rules Pertaining to this Scenario's Order of Battle
  • Vulnerable to results on the Assault Combat Chart (7.25, 7.63, ACC), and may be attacked by Anti-Tank fire (11.2, DFT). Anti-Tank fire only affects the individual unit fired upon (7.62, 11.0).
  • AFV's are activated by tank leaders (3.2, 3.3, 5.42, 6.8). They may also be activated as part of an initial activating stack, but if activated in this way would need a tank leader in order to carry out combat movement.
  • AFV's do not block Direct Fire (10.1).
  • Full-strength AFV's with "armor efficiency" may make two anti-tank (AT) fire attacks per turn (either in their action segment or during opportunity fire) if they have AT fire values of 0 or more (11.2).
  • Each unit with an AT fire value of 2 or more may fire at targets at a distance of between 100% and 150% of its printed AT range. It does so at half its AT fire value. (11.3)
  • Efficient and non-efficient AFV's may conduct two opportunity fires per turn if using direct fire (7.44, 7.64). Units with both Direct and AT Fire values may use either type of fire in the same turn as their opportunity fire, but not both (7.22, 13.0). Units which can take opportunity fire twice per turn do not have to target the same unit both times (13.0).
  • Demoralized AFV's are not required to flee from units that do not have AT fire values (14.3).
  • Place a Wreck marker when an AFV is eliminated in a bridge or town hex (16.3).
  • AFV's do not benefit from Entrenchments (16.42).
  • AFV's may Dig In (16.2).
  • Open-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables, but DO take step losses from X and #X results (7.25, 7.41, 7.61, BT, DFT). If a "2X" or "3X" result is rolled, at least one of the step losses must be taken by an open-top AFV if present.
  • Closed-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables. Do not take step losses from Direct or Bombardment Fire. If X or #X result on Fire Table, make M morale check instead (7.25, 7.41, 7.61, BT, DFT).
  • Closed-top AFV's: Provide the +1 modifier on the Assault Table when combined with infantry. (Modifier only applies to Germans in all scenarios; Soviet Guards in scenarios taking place after 1942; Polish, US and Commonwealth in scenarios taking place after 1943.) (ACC)
  • Tank: all are closed-top and provide the +1 Assault bonus, when applicable
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable
  • Anti-Aircraft Weapon Carrier: apply a -1 modifier to an air attack if within three hexes of the targeted hex (15.14).
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).
  • Unarmored Weapon Carriers: These are unarmored halftracks (Bufla and Sk7/2) or fully-tracked vehicles (Karl siege mortar) with mounted weapons. All are mechanized, except the BM-13 (Katyusha rocket launcher mounted on a truck). They are weapon units, not AFV's, so they are never efficient and cannot be activated by tank leaders. (SB)

Display Order of Battle

Arab Republic of Egypt Order of Battle
El Geish el Masry
  • Mechanized
  • Motorized
State of Israel Order of Battle
Army
  • Motorized
  • Towed

Display AARs (1)

Need an Israeli Tatical manual
Author Dan_Huffman (Arab Republic of Egypt)
Method Face to Face
Victor Arab Republic of Egypt
Participants unknown
Play Date 2019-08-13
Language English
Scenario SwIs002

Another scenario where Arab moral is shaky upon seeing Israeli tanks for the first time. Bruce had 3 leaders with 2 morale. They were spread out for maximum benefit. Yes the Egyptians had to add one to the die roll. Only 2 failed. IIRC I may have allowed a minus one for being in a town. That is for recovery not a morale check. Maybe 5 more units may have demoralized.

The aftermath states that the Arabs put up stiff resistance before getting over run from an unexpected direction. OK.... The Israelis lose the game with 11 step losses. Have to inflict 80+ step losses by end of 20 turns or lose.

Egyptian tanks were dug in on the forward hill on the back half of the maps. North side iirc. I was careless and did not inspect the top or only counter under a dug in marker. I moved on a road to to trigger "Arab panic" did not work. He fired at my tank w/a SU-100 8-8. -1 for distance, target moving, and OP Fire for a total of -3. So 8 -3 -2 = +3 to 2 D 6. He rolls a 10 for modified 13. Both steps eliminated for four total steps.

Went down hill from thee. Need to find away to recee the area. Did not do that. A tank in a tow n6 hexes away OP fired my APC due to me seeing only inf. It was loaded. 8 - 1 = +7. It was lost for 3 more steps.

There is a small ravine in the south east corner. All Egyptian on board artillery was place there. They were behind 40 meter hills so spotting was difficult. Should gone to towns and spotted the dug in counters. Drop OBA and planes every other turn until some holes are created.

The that were 7 hexes or so from the north edge should have been used as a 3 card Monte scam. There are 3 adjoining town hexes. occupy 2 of the hexes . Move into the empty one fire w/a -1 to die roll and move back to original hex. Do same with tanks in other hex. The Egyptian tanks are SU - 100, Shermans and T - 34/85. The 34/85 have a 4 if not a 5 AT defense rating. Since the Israelis are efficient, one can chip away at some exposed units.

I lost so the above is a guess on may part based on my errors. If the Egyptians retreat behind 40 meter hill, then the inf can advance to check here and there for tanks in towns. One or two units as one counter is two steps. Lose 5 counters and it is almost game over for the Israelis.

Playing with these rules is different. Other than the assault table has another column and is deadlier than PG. Have to look through out the rule set as items are cross reference or defined once. Weapon units are non motar tubed artillery. That is a definition. No where wlse is that explained. Meaning on the Bombardment chart +1 if target is unarmored weapons unit. PG states AA, IG, rocket, art.

Another quibble is friendly fire. Have to roll 2 on 2 D 6. OK Israelis, US, UK, Fr, West Germany, USSR fine. Other nationalities have no penalties. All art. have 1 chance in 36 of friendly fire. Disagree. IAM i right I do not know.

Still thinking how the Israelis can win. Again may have to send 2 units with leaders to spot. Going to have to use good morale leaders. How many other units can support w/o have 4 or more units out in the open is a judgement call. Have not tried extended over run form 2 hexes. Need to read that closer to how close to towns in case a tank is in one.

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